Menus overhaul #14

Merged
dkanus merged 30 commits from :somechanges into master 2022-01-23 22:14:51 +03:00
2 changed files with 3 additions and 96 deletions
Showing only changes of commit d14b2290c3 - Show all commits

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@ -69,6 +69,7 @@ simulated function int DoAnimAction( name AnimName )
} }
return Super.DoAnimAction(AnimName); return Super.DoAnimAction(AnimName);
} }
simulated event SetAnimAction(name NewAction) simulated event SetAnimAction(name NewAction)
{ {
local int meleeAnimIndex; local int meleeAnimIndex;

View File

@ -1,7 +1,7 @@
// Zombie Monster for KF Invasion gametype // Zombie Monster for KF Invasion gametype
class NiceZombieCrawlerBase extends NiceMonster class NiceZombieCrawlerBase extends NiceMonster
abstract; abstract;
#exec OBJ LOAD FILE= // #exec OBJ LOAD FILE=
var() float PounceSpeed; var() float PounceSpeed;
var bool bPouncing; var bool bPouncing;
var(Anims) name MeleeAirAnims[3]; // Attack anims for when flying through the air var(Anims) name MeleeAirAnims[3]; // Attack anims for when flying through the air
@ -9,101 +9,7 @@ var(Anims) name MeleeAirAnims[3]; // Attack anims for when flying through th
// NOTE: All Code resides in the child class(this class was only created to // NOTE: All Code resides in the child class(this class was only created to
// eliminate hitching caused by loading default properties during play) // eliminate hitching caused by loading default properties during play)
//------------------------------------------------------------------------------- //-------------------------------------------------------------------------------
function bool DoPounce()
{
if ( bZapped || bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) || VSize(Location - Controller.Target.Location) > (MeleeRange * 5) )
return false;
Velocity = Normal(Controller.Target.Location-Location)*PounceSpeed;
Velocity.Z = JumpZ;
SetPhysics(PHYS_Falling);
ZombieSpringAnim();
bPouncing=true;
return true;
}
simulated function ZombieSpringAnim()
{
SetAnimAction('ZombieSpring');
}
event Landed(vector HitNormal)
{
bPouncing=false;
super.Landed(HitNormal);
}
event Bump(actor Other)
{
// TODO: is there a better way
if(bPouncing && KFHumanPawn(Other)!=none )
{
KFHumanPawn(Other).TakeDamage(((MeleeDamage - (MeleeDamage * 0.05)) + (MeleeDamage * (FRand() * 0.1))), self ,self.Location,self.velocity, class'NiceZedMeleeDamageType');
if (KFHumanPawn(Other).Health <=0)
{
//TODO - move this to humanpawn.takedamage? Also see KFMonster.MeleeDamageTarget
KFHumanPawn(Other).SpawnGibs(self.rotation, 1);
}
//After impact, there'll be no momentum for further bumps
bPouncing=false;
}
}
// Blend his attacks so he can hit you in mid air.
simulated function int DoAnimAction( name AnimName )
{
if( AnimName=='InAir_Attack1' || AnimName=='InAir_Attack2' )
{
AnimBlendParams(1, 1.0, 0.0,, FireRootBone);
PlayAnim(AnimName,, 0.0, 1);
return 1;
}
if( AnimName=='HitF' )
{
AnimBlendParams(1, 1.0, 0.0,, NeckBone);
PlayAnim(AnimName,, 0.0, 1);
return 1;
}
if( AnimName=='ZombieSpring' )
{
PlayAnim(AnimName,,0.02);
return 0;
}
return Super.DoAnimAction(AnimName);
}
simulated event SetAnimAction(name NewAction)
{
local int meleeAnimIndex;
if( NewAction=='' )
Return;
if(NewAction == 'Claw')
{
meleeAnimIndex = Rand(2);
if( Physics == PHYS_Falling )
{
NewAction = MeleeAirAnims[meleeAnimIndex];
}
else
{
NewAction = meleeAnims[meleeAnimIndex];
}
}
ExpectingChannel = DoAnimAction(NewAction);
if( AnimNeedsWait(NewAction) )
{
bWaitForAnim = true;
}
if( Level.NetMode!=NM_Client )
{
AnimAction = NewAction;
bResetAnimAct = True;
ResetAnimActTime = Level.TimeSeconds+0.3;
}
}
// The animation is full body and should set the bWaitForAnim flag
simulated function bool AnimNeedsWait(name TestAnim)
{
if( TestAnim == 'ZombieSpring' || TestAnim == 'DoorBash' )
{
return true;
}
return false;
}
defaultproperties defaultproperties
{ {
PounceSpeed=330.000000 PounceSpeed=330.000000